\subsection{Traditional Game Controllers}
Since the very first game consoles were released, there has been a plethora of different types of game controllers. That being said, they have slowly evolved into a more conventional design with similar features and button placements. Today, the leading console manufacturers, Microsoft, Nintendo and Sony, use controllers that more or less provide the same options when it comes to controllers. In the following, we will take a look at the features they have, as well as their minor differences.

\subsubsection{Xbox 360 and PS3 Controllers}
The seventh console generation \citep{7ConsoleGen} provided two quite similar controllers: the Xbox 360 and the PlayStation 3 controllers. Both include the same amount of buttons, triggers, Eccentric Rotation Mass (ERM) motors for vibration \citep{erm_controller} and analogue sticks, although their placements differ a little (see Figures \ref{fig:xbox360_controller} and \ref{fig:ps3_controller}). Both can function either with or without a wire.

The major difference between the two is that the PlayStation 3 controller has a built-in  motion sensor, as well as pressure-sensitive face buttons \citep{ps3_pressureSensitive}.

The successor to both controllers, the Xbox One and PlayStation 4 controllers, host similar features with some improvements. One new addition is that the Xbox One controller, besides the standard two vibration motors, also includes vibration in each of its two triggers. This is supposed to give a more immersive feel, e.g.\ letting you feel the tires' friction in a racing game \citep{xbox_one_controller}.

\begin{itemize}
\item \textbf{Input/output}: 15 digital buttons, analogue sticks, analogue triggers, motion sensor (PS3), vibration, a low frequency motor on the left side and a high frequency motor on the right side (Xbox 360). Can be extended with hardware such as a headset or physical keyboard. Has four LED's to visualize player count.
\item \textbf{Social}: The controllers have been designed to be as easy to use as possible. All buttons are within reach of the player's fingers and provide tactile feedback. This might mean that focus is moved from the controller itself to the gameplay and possibly social interactions.
\item \textbf{Market penetration}: Combined, the Xbox 360 and the PlayStation 3 consoles have sold over 163.660 million units world-wide \citep{ChartOfConsolesSold}. Each console has been bundled with one controller. One thing to have in mind is that controllers can be bought separately, however, the sales numbers for individual controllers are not available. Traditional game controllers are in general quite common. For instance, the Xbox 360 controller can be used to play games on the Xbox 360 console as well as Windows PCs.
\end{itemize}

\label{XboxController}

\underline{Assessing The Applicability}

The fact that each player has his own sets of inputs and outputs means that there is a possibility for asymmetric information. Here, vibration, audio output, and the four LED's on the controller could be used to give players individual information, which can lead to asymmetric information. Using audio output to mediate individual information might be the least social solution, since it in most cases means that players would have to use headsets. This can result in players being isolated from each other. However, there are some controllers, such as the Playstation 4 controller, where speakers are built into the controller itself. If the volume is low enough, this is also a possible way of mediating individual information without necessarily affecting the social aspect.

The controllers facilitate many types of games. They are designed to be easy to use in regards to their amount of buttons and the placements of them. Traditional controllers share common conventions, although they have many different manufacturers. This makes it easier for players to use different types of controllers without spending much time learning how to use them. This means that traditional controllers have a great market penetration in that the effort and time spent on learning them is minimal.

Regarding the Xbox 360 controller specifically, as it is manufactured by Microsoft, it has Windows support in the form of the \textit{XInput} interface \citep{xinput}. For this reason, the controller can also be used in many PC games, causing it to be a popular choice among developers and players.

\begin{figure}[htbp] \centering
\begin{minipage}[b]{0.45\textwidth} \centering
\includegraphics[width=0.60\textwidth]{Pictures/Design/Xbox_360_controller} % Venstre billede
\end{minipage} \hfill
\begin{minipage}[b]{0.45\textwidth} \centering
\includegraphics[width=0.60\textwidth]{Pictures/Design/ps3_controller} % Højre billede
\end{minipage} \\ % Captions og labels
\begin{minipage}[t]{0.45\textwidth}
\caption{Xbox 360 controller \citep{xbox360_controller_pic}.} % Venstre caption og label
\label{fig:xbox360_controller}
\end{minipage} \hfill
\begin{minipage}[t]{0.45\textwidth}
\caption{PS3 controller \citep{ps3_controller_pic}.
} % Højre caption og label
\label{fig:ps3_controller}
\end{minipage}
\end{figure}

%\subsubsection{Steam Controller}
%This controller has not yet been released and will therefore not be assessed.
%Even though the Steam controller is not currently available, it appears to have potential for mediating asymmetric information.

%It is similar to a traditional game controller, but instead of using physical thumbsticks (e.g. the Xbox 360 controller), it has two programmable trackpads (see Figure \ref{fig:steamController}).  Instead of using the common rumble features, it implements dual linear resonant actuators that allows for a wide range of force and vibration in each trackpad. According to Valve, this gives more precise haptic capabilities compared to other controllers \citep{steam_controller}.

%Initially, the controller had a built-in touchscreen (similar to the Wii U GamePad), but through testing it was found that it was quite difficult to multitask between the television screen and the screen on the controller. Therefore, the screen was removed \citep{steam_controller_video} (not depicted on the figure below).

%\begin{itemize}
%\item \textbf{Input/output}: It has many of the same features as a traditional game controller. However, each of the buttons are programmable and can be adapted to games that require either mouse/keyboard or controller. It also has a touch-surface. Its two touchpads should provide a wide range of tactile feedback as well.
%\item \textbf{Social}: Like any other traditional game controller.
%\item \textbf{Accessibility}: The controller is not out yet, so only a closed group of developers have access to it. However, it is supposed to be very open in nature, so it can be implemented in games on all kinds of platforms, such as Windows, Mac OSX, Linux and consoles \citep{steam_controller_video}.
%\end{itemize}

%\underline{Assessing The Applicability}

%The Steam controller shares many of the same traits as the other traditional controllers. Regarding mediating asymmetric information, however, there are more possibilities due to the tactile feedback from the touchpads. This gives the controller the potential to use asymmetric information in more ways. 

%\begin{figure}[htbp]
%\centering
%\includegraphics[width=0.50\textwidth]{Pictures/Design/steam_controller}
%\caption{The Steam controller uses haptic feedback in its two trackpads \citep{steam_controller_pic}.}
%\label{fig:steamController}
%\end{figure}

\subsection{Motion Controls}

\subsubsection{Wii Remote}
In 2006, Nintendo released the Wii console, together with the Wii Remote. Using motion-sensing technology, it encourages active gameplay in the physical space.

\begin{itemize}

\item \textbf{Input/output}: The Wii Remote uses motion sensors to recognize players' gestures. In total it has 11 digital buttons, 1 trigger and a vibration feature. Furthermore, it has a built-in speaker and four LED's to visualize the player count. The controller can also be extended and thereby provide for instance an analogue stick in the form of the nunchuck accessory.
\item \textbf{Social}: The Wii encourages physical gameplay, with its motion sensor technology. Here, the focus is on the players and their actions in the physical space. This might motivate human interaction.
\item \textbf{Market penetration}: With over 100 million consoles sold world-wide \citep{ChartOfConsolesSold}, the Wii is one of the five best selling consoles on the market. For each of these sold consoles, a Wii Remote has been bundled with it. As with the traditional game controllers, Wii Remotes can also be bought separately.

\end{itemize}

\underline{Assessing The Applicability}

For the scope of this project, the Wii Remote has potential in some areas. The possibilities for individual outputs are good as there is both sound, vibration and LED's to communicate individual information to the players. Furthermore, since the Wii Remote is a motion controller, it is implied that there is a bigger focus on the physical space, which can mean more face-to-face interaction as described in Section \ref{kommunist}. 

\subsubsection{PlayStation Move}
PlayStation Move is similar to the Wii Remote, i.e.\ using motion-based gestures to control something in a game (see Figure \ref{fig:psmove}). However, the Move controller uses a camera, together with a glowing sphere at the end of the controller, to detect more detailed information compared to the Wii Remote. The glowing sphere, combined with accelerometer and gyroscope data, gives the system an absolute location in physical space \citep{psmove_controller}.

\begin{itemize}
\item \textbf{Input/output}: 8 digital buttons, 1 analogue trigger, motion sensor, vibration, camera, glowing sphere.
\item \textbf{Social}: Provides motion-based gestures in a physical space like the Wii Remote.
\item \textbf{Market penetration}: According to numbers from 2012, 10.5 million controllers have been shipped \citep{psmove_controller_shipped}. It should be noted that these cover only the numbers of controllers shipped to retailers, not actual number of sales. Unlike the Wii Remote that was bundled with each Wii console, the Move controller was only sold as a separate purchase to the PlayStation 3.
\end{itemize}

\begin{figure}[htbp]
\centering
\includegraphics[width=0.40\textwidth]{Pictures/Design/psmove_controller}
\caption{PlayStation Move controller \citep{psmove_image}.}
\label{fig:psmove}
\end{figure}

\underline{Assessing The Applicability}

Similar to the Wii Remote, the PlayStation Move Controller has potential for the scope of this project. Additionally, the Move has a light sphere on top of the controller, which can be used for mediating information. It is, however, difficult to mediate private information this way, since the lights are public to everyone. A game that makes use of the light sphere is \textit{Johann Sebastian Joust} (2011), where the light indicates whether you are alive or dead (see Figure \ref{fig:joust_game}). Furthermore, the vibration function is used to mediate individual information to certain players to tell them that they have the Traitor role \citep{joust_game_source_traitor}.

\begin{figure}[htbp]
\centering
\includegraphics[width=0.50\textwidth]{Pictures/Design/joust_game}
\caption{The lights indicate which players are alive or dead in the game \textit{Johann Sebastian Joust} \citep{joust_game_source}.}
\label{fig:joust_game}
\end{figure}